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1994-12-23
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U N I V E R S A L C O N Q U E S T
-----------------------------------
by Randy Wing
11 May 1993
Table of Contents
1.0 Introduction
1.1 Distribution
2.0 Installation
2.1 Amiga Specific Installation Instructions
3.0 Game Play Instructions
3.1 Display Walkthrough
3.1.1 The "Title" screen
3.1.2 The "Preparation" screen
3.1.3 The "Main Game" screen
3.1.4 The "About" screen
3.2 Known Quirks
4.0 Game Play Strategy / Advice
5.0 Development
5.1 Development History
5.2 Developmental Tools
5.3 Credit
5.3.1 Mentors
5.3.2 Digitized Voices and Sounds
5.3.3 Beta Testers
5.3.4 Special Thanks
6.0 Support
6.1 Support of Current Versions
6.2 Planned Enhancements
1.0 Introduction
Welcome to Universal Conquest! Universal Conquest is the culmination
of five years of work. Well, at least five years of thought. I have
enjoyed preparing this game as much as I enjoy playing it. I hope
you, too, will enjoy this game. This game currently requires two
players. I would suggest that the players be at least 12 years
old. This game is as simple in concept as Checkers, but with more
strategic possibilities. The game is quite engrossing if the players
are cut-throats.
1.1 Distribution
This game is freely re-distributable. The modification rights to the
source code have been reserved by the author. All files associated
with this game should be included in any re-distribution. The files
that comprise version 1.08 are:
FleetTakeOff 21084
LaserFire 4188
MachineGunBlast 3932
nextplayer 16732
QuickLaserBurst 5212
ucabout 29276
UCHelp.README 17337
UCHelp.README.info 527
UNIVCONQ 124724
UnivConq.info 5642
2.0 Installation
All files should be placed in the same directory. If you run the
program from CLI or a shell, provide a stack of 100,000.
2.1 Amiga Specific Installation Instructions
This game has been tested on the following Amigas in varying
configurations: Amiga 500, 1000, 2000, 2500, 3000, and 4000. On the
Amiga 4000 there are two machine specific instructions:
1) Set "Mode Promotion" to OFF, (or)
2) Boot up under AmigaDOS 2.x
If you find any other machine specific installation instructions that
are not included in this file, please report them to the author.
3.0 Game Play Instructions
3.1 Display Walkthrough
3.1.1 The "Title" screen
Isn't this a great picture? NASA photo of the earth, digitized and
cleaned up somewhat. Push any key, mouse button, or the space bar
to enter the game.
3.1.2 The "Preparation" screen
At present, this screen allows the user to select:
1) the number of planets in the universe,
2) the number of initial ships per player,
3) the number of turns (may be referred to as "years") and
4) the players (nick) names.
I have many plans for this screen in future versions of this game!
3.1.3 The "Main Game" screen
The Main Game screen may be supplemented by windows and requesters
that come and go off of this screen. The Main Game screen contains
three main menus (FILE OPTIONS, GAME OPTIONS, TURN OPTIONS) with
separate submenus. The FILE OPTIONS menu contains five submenus.
Print Screen (currently not implemented), Save Game (currently not
implemented), Load Game (currently not implemented), About (describes
the people who helped make the game a reality plus information about
who to contact when you find a bug or want the latest version), and
Quit (allows the players to stop the game at any time). The GAME
OPTIONS menu contains two submenus. Toggle Sound (allows the player
to turn off sounds or turn them back on) and Go Workbench (allows the
player to push the game screen to the back so that other Workbench
activities can continue). The TURN OPTIONS menu contains two
submenus. Pass Turn to Next Player and Display Fleets in Transit
(currently not implemented). The Main Game screen is broken up into
four separate display sections.
The first section is the "Universe". The Universe is a 40 by 18 grid
that may contain "space", a "planet", or "other". (Beware - although
the universe APPEARS square its dimensions are rectangular. Please
remember this and allow for it during game play...) "Space" is shown
as a dark gray dot to facillitate game play. A "Planet" is shown as
an upper or lower case letter that corresponds to a letter entry in
the "PlanetList" section. "Other" will remain undefined to you, the
player. Consider it an element of surprise you WILL encounter
sometime. (I have not explained "other" to the beta players - I want
absolutely NO leaks about their characteristics. If you learn about
them through game play, trial and error, or bribing me, please keep
it to yourself...).
The "PlanetList" section contains a list of known planet
characteristics. As game play continues, this list is updated. This
section contains three columns. Each column contains three headers -
Planet, Production, and Ships. The Planet header contains ownership
information of a planet via color. If a planet is owned by the RED
player then the letter is RED. GREEN is for the other player and
BLUE is the natives. Native planet information is not immediately
provided. During a battle, you will be shown the number of defending
native ships, but production remains a mystery until the natives have
been defeated. The Production header shows how many ships will be
produced during an AVERAGE turn. (Yes, production can be affected by
a myriad of factors. I am purposefully being remiss in explaining
these factors.) The Ships header shows the number of Owner ships
currently on the planet. Native planets do not produce ships - at
this time.
The "TransportDefinition" section shows mid-turn ship movement
information. During a turn, a player will select a planet in the
"Universe" section. Then the planet is shown in the "Source:"
portion of the "TransportDefinition" section. When the player clicks
on the next planet in the "Universe" section, that planet is shown as
a destination planet and the E.T.A. (Estimated Time of Arrival) is
shown for this transit. At this time a Ship Requester is opened that
allows the player to send as many ships as desired from the source to
the destination planet. At the end of a turn, the current years
worth of ship arrival events are "processed". Ships arriving at a
friendly planet (ship owner = planet owner) become reinforcements.
Ships arriving on hostileplanets go through a battle to determine
planet ownership. Please note that "Battle" windows may be relocated
on the screen at any time - Universal Conquest will reopen them in
that position. Also note that a "Battle" can be sped up by clicking
on the upper left hand corner of the "Battle" window (for those of
you with Amiga experience - the CLOSEWINDOW box). This will result
in a very quick battle resolution, with no difference in battle
outcome.
The "Statistics" section contains a column for each player. Each
player has a list of vital statistics. "Planets:" contains the
number of planets currently owned by each player. "Ships:" contains
the number of ships currently based on owned planets. (Note: Ships
in transit are not counted in this total. The players need to keep
track of something to make the game interesting!). "Production:"
contains the total owned planets production. Please note that the
turn play is shown by the at first flashing and then inverse
highlighted players name in the header of this section.
3.1.4 The "About" screen
Not only does the "About" Screen display where to get game support,
but it also displays the names of people associated with the
development of Universal Conquest. Take a look! If you find a
problem and report it to me, I could very well add your name to the
list of supporters.
3.2 Known Quirks
This game currently attempts to load sound files into RAM memory to
speed their usage. This takes a few seconds during the display of
the title screen. Please be patient during this activity.
4.0 Game Play Strategy / Advice
Try to win as many worlds as possible as early as possible. This
will increase your chances of dominating your opponent in terms of
production. The more ships you produce than your opponent every turn
the higher the odds that you can continue to establish more planets.
Make sure you do not leave high production planets unprotected - they
are tempting targets of opportunity. Keep track of large troop
movements - they can indicate an imminent attack. Towards the end of
the game, re-locate your ships to establish a balanced defense of ALL
of your planets, even the low-production "losers". Remember, the
way to win the game is to have more planets than your opponent at the
end of the game!
5.0 Development
5.1 Developmental History
In the beginning, I owned a Commodore 64 and purchased a $5.00 game
from Target called "Galactic Empire". Simple in execution, but
intriguing in concept, my college and work friends spent many hours
playing this interesting game. When I purchased an Amiga 500 in the
Spring of 1987, I was quickly engulfed in new software and games, but
there was still one program that could draw me back to the C-64 on
occasion - "Galactic Empire". When I purchased a C-compiler, nothing
stood in my way to develop my own game - except experience with the
C-language, experience with the Amiga operating system, and the
purchase of dozens of Amiga programming books!
version 1.00 - 1.07 -- varying bug fixes resulting in the first clean
Universal Conquest game.
version 1.08 -- better documentation, added the "initial number of
ships per player" variable on the Prepare screen, and
the defending ships get the advantage of shooting
first.
5.2 Developmental Tools
I have used several commercial and public domain/shareware titles in
preparation of Universal Conquest - some of which are:
A.M.A.S. - Sound digitizing hardware/software
Art Department Professional - image processing
DCTV - Video digitizing hardware/software
Deluxe Paint II and IV. - creation of pictures
MakeC - converts pictures to "C" code
Manx Aztec "C" - compiler, debugger, and other utilities
PowerWindows - a Graphics User Interface (GUI) to "C" code converter
5.3 Credit
5.3.1 Mentors
Thanks to Dennis Brauning for his Amiga and "C" programming advice
and assistance. Whenever I was stuck he had just the right idea to
trigger my thoughts into a productive line of reasoning. Thanks also
to Craig Shannon for his "C" programming and style advice. Several
times he made me sit down and "code it right" without offending me.
Look for a version of this game on the PC-compatible line of
computers, prepared largely by Craig. And finally, thanks to Randal
Moore for finally putting the kabosh on those pesky Amiga 3000 bugs.
These men are my close friends - don't be surprised if you see their
names on other Amiga and IBM public domain and shareware titles.
5.3.2 Digitized Voices and Sounds
Thanks to Cathy Collins for recording dozens of sound clips. In
addition to a wonderful voice; Cathy is a software engineer at a
major aerospace firm. Other sound clips were created by the author -
can you guess how?
5.3.3 Beta Testers
I considered myself a fairly good tester of my own software - until I
developed "Universal Conquest". Each and every one of "UC"'s beta
testers has found strange and unique bugs that I never would have
thought to test. Randal Moore and Steve Canfield discovered the
Amiga 3000 bug that stumped me for over a month. Nick and Mike
Farlow focused on play-ability and user-interface. Lynn Decker was
intent on pushing for creation of a 'balanced' universe. Mark
Brinkman was the first to play an entire game an find that no matter
how many ships were thrown at a "Zero" populated world that it just
couldn't be defeated. Scott Wing, my brother, called me almost every
week for five years and never failed to ask if I had made progress.
Thanks to Kenneth Bartlett and Dave Bringolf for permitting their
respective BBSs to be used as a "Base" for Universal Conquest
support. Without your selfless help, this game wouldn't be here.
Thanks!
5.3.4 Special Thanks
I would like to express my warmest wishes to Fred Fish and his great
collection of Amiga public domain and shareware. Without the
inspiration of the many authors that have dedicated their 'wares to
the public domain, this game would have died as a "good idea". I
challenge any Amiga programmer to give to the public domain at least
once - if we all did, we would all be much better off. If anyone
wishes to release their software to Fred Fish, he can be reached at
the following U.S. Mail address:
Fred Fish
Amiga Library Disks
1835 East Belmont Drive
Tempe, Arizona 85284
Lastly, I would like to dedicate this game to my wonderful wife -
Lisa. Without her patience, love, and understanding I wouldn't have
finished my first major Amiga program.
6.0 Support
Please limit Universal Conquest related mail messages to the FIDONET
node 1:291/15 (Randy Wing) or directly to the "1st Xenolink BBS in
Kansas" (316-265-4514 or 316-265-0580). The "Lancer Loader BBS"
(316-262-8999) is another recommended alternative for E-Mail traffic.
6.1 Support of Current Versions
If an error large enough to warrant a minor version upgrade is found,
I will leave a notice on the bulletin board(s) noted in the "About"
menu item. In addition, I will post the upgrade on those boards as
well. If someone contacts me in some way (E-Mail, USMail, etc.) and
wants the an upgrade supplied to them I will make every effort to
perform this activity if reimbursement is provided. I envision
reimbursement being $10.00 for the latest version . Please specify
what version of AmigaDOS you are using, the machine you were using,
and the other software products that were in use at the time, and
where I can contact you if a problem arises. Please, only send money
that I can easily convert to United States cash at a United States
bank!
6.2 Planned Enhancements
Their are several aspects of this game that are not "full-blown" at
this time. For instance, Menu options are not fully implemented. I
fully expect that by version 2.00 I will have incorporated the "Save
Game", "Load Game", and "Display Fleets in Transit" menu items.
Also, hotkeys for the menu items and for selecting planets will be
fully in place. Several Beta testers indicated that allowing planets
to be chosen from the statistics list would be intuitive.
Some players, however, have thought really big. For instance, adding
in telecommunication ability. Adding a solitaire feature for those
people who don't have ready access to a friend. My personal desire
is to add more sound, music, and animations to the game. Especially
in the battle sequences! I would appreciate any new game playing
ideas.
Please note that I plan on upgrading this game to be compatible with
Workbench 2.x AmigaDOS. This means no more additional updates for
the Workbench 1.x owners. Drop me a line if you feel this is too
restrictive. My major reason in doing this is not to cut out users,
but to speed development - WB2.x is definitely a fertile programming
ground.
These and other features will definitely keep me learning and you
entertained. Keep the ideas coming!